*Aura* |
Lol that is fantastic!
Aura will tumble around Blue and into the flank with James, allowing Kelris the ability to flank Blue by taking her just vacated spot. She will then attack Green.
Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14
Attack Roll w/Flank: 1d20 + 8 ⇒ (7) + 8 = 15
Damage Roll w/Sneak Attack: 1d4 + 2d6 + 2 ⇒ (3) + (4, 6) + 2 = 15
GM Fez |
Son of a... I glazed over the hit and read the damage as that. Their AC is 17.
Opportunity!: 1d20 + 7 ⇒ (4) + 7 = 11
Aura's tumbling throws off the aim of the knight she is moving around, but that doesn't stop the other from bringing his shield up defensively.
The one in the back palming the potion slugs it back before moving up with axe and shield.
2d8 + 3 ⇒ (5, 7) + 3 = 15
The others move to press their attack on James and Kelris.
Slash (J)!: 1d20 + 7 ⇒ (3) + 7 = 10
Slash (K)!: 1d20 + 7 ⇒ (5) + 7 = 12
It seems they've been in the caves too long as their strikes are not powerful nor accurate.
Order 2nd Round
Aura
Doomsday Knights [R: 0, B: -10, G: 0]
Kelris, James, Fethril
James Rob-in-son |
James attacks the knight on him.
Scythe Raging PA: 1d20 + 7 + 2 - 1 + 1 ⇒ (16) + 7 + 2 - 1 + 1 = 25 Damage: 2d4 + 9 + 3 ⇒ (2, 4) + 9 + 3 = 18
*Aura* |
Aura attacks blue, since she is flanking with Kelris. If he drops, I'll tumble to flank red.
Attack Roll w/Flank: 1d20 + 8 ⇒ (2) + 8 = 10
Damage Roll w/Sneak Attack: 1d4 + 2d6 + 2 ⇒ (2) + (4, 5) + 2 = 13
Tumble in case I need it: 1d20 + 9 ⇒ (5) + 9 = 14
GM Fez |
Aura's dagger catches on the Knight's shield and is pushed off of him with a shove. The others start to shuffle their positions, moving to press Aura between two of them, while the third disengages from James to drop his shield and pop a potion.
Heal!: 2d8 + 3 ⇒ (7, 8) + 3 = 18
Slash (A)!: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Slash (K)!: 1d20 + 7 ⇒ (6) + 7 = 13
Damage (Aura): 1d10 + 3 ⇒ (3) + 3 = 6
Order 3rd Round
Aura
Doomsday Knights [R: -6, B: -20, G: 0]
Kelris, James, Fethril
James Rob-in-son |
Jeames steps up and attacks the potion drinker again.
Scythe Raging PA: 1d20 + 7 + 2 - 1 ⇒ (16) + 7 + 2 - 1 = 24 Damage: 2d4 + 9 + 3 ⇒ (3, 3) + 9 + 3 = 18
GM Fez |
Ah yes, the rubber banding of hit - potion - hit - potion - hit - can't back up anymore - oh gods - that was my spleen - why do you keep hitting me
Fethril's arrow twangs off the minecart just behind the large scrum going on.
Order 3rd Round
Aura
Doomsday Knights [R: -6, B: -20, G: -18]
Kelris, James, Fethril
Kelris Bartel |
So no Flanking because Aura is flanked?
Kelris Tries to end this quickly so he can free Aura for the place she is in.
Halberd: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d10 + 4 ⇒ (5) + 4 = 9
GM Fez |
You still get flanking, it just becomes a multi-layer murder sandwich rather than a single stack murder sandwich.
Kelris manages to take down the Knight he is fighting with a final swing of his halberd. The others curse and swear to feed you to their lord.
Order 4th Round
Aura
Doomsday Knights [R: -6, G: -18]
Kelris, James, Fethril
GM Fez |
Aura's dagger skitters off a raised shield again. The Knights fight back, the one behind Aura swinging at her, while the other facing James takes his axe in two hands and swings.
Slash (A)!: 1d20 + 7 ⇒ (19) + 7 = 26
Slash (J)!: 1d20 + 7 ⇒ (14) + 7 = 21
Damage (A): 1d10 + 3 ⇒ (6) + 3 = 9
Damage (J): 1d10 + 4 ⇒ (4) + 4 = 8
Order 4th Round
Aura
Doomsday Knights [R: -6, G: -18]
Kelris, James, Fethril
Kelris Bartel |
Kelris again presses forward towards the man on Aura, swinging his heavy weapon.
Halberd: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d10 + 4 ⇒ (5) + 4 = 9
Fethril Support |
Seeing the conflict is too messy to ensure a hit, the mage relies on basic magics to help resolve the situation.
Kinetic Fist vs GREEN: 1d4 ⇒ 3
5/6 uses remain
James Rob-in-son |
Taking a blow from the axe wielder James swipes at him again.
Scythe Raging PA: 1d20 + 7 + 2 - 1 ⇒ (9) + 7 + 2 - 1 = 17 Damage: 2d4 + 9 + 3 ⇒ (1, 3) + 9 + 3 = 16
*Aura* |
Aura tries to tumble to set up a flank.
Acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18
She then readies an attack for a flanker.
Readied Action Attack Roll w/Flank: 1d20 + 8 ⇒ (10) + 8 = 18
Damage Roll w/Sneak Attack: 1d4 + 2d6 + 2 ⇒ (1) + (5, 1) + 2 = 9
Kelris Bartel |
Kelris Steps to the left, opening up a charge lane for James, "You could lay your arms down and we will show you mercy. Better than that shown to your captured." Kelris offers readying his weapon.
Readied if he doesn't drop them: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 211d10 + 4 ⇒ (7) + 4 = 11
James Rob-in-son |
James steps up and says "He's nicer than me!" and swings at the man.
Scythe Raging PA: 1d20 + 7 + 2 - 1 + 1 ⇒ (7) + 7 + 2 - 1 + 1 = 16 Damage: 2d4 + 9 + 3 ⇒ (2, 1) + 9 + 3 = 15
Thanks for the charge lane but 5 feet isn't enough to charge him, I needed 10.
James Rob-in-son |
James shakes his head as he begins to calm down. "They never learn do they? Give me a moment to rest and then we can search them for anything helpful and then their camp and check out the passage beyond."
Kelris Bartel |
"Take your time, I feel like we have enough." Kelris puts a the bodies into the carts, stripping them of anything useful. "This way we can move them out, burn the bodies so the mine can be useful again." Kelris says.
Any food on them? so we can give to our friends hiding out
GM Fez |
The items that would be interesting to you: 2 potions of cure moderate wounds, 4 antitoxins, 4 mwk throwing axes. All the rest of their equipment is masterwork, but you've all got better gear anyway. While there is no food on the cultists or at their camp you do discover a locked iron case. DC 20 Disable Device opens it.
James Rob-in-son |
James picks up a potion of cure moderate wounds and two of the throwing axes. "I'd rather swipe them with this, but if I can't get close enough I can throw these I guess."
Kelris Bartel |
Kelris leads the group to the north close to where the survivors are hiding out.
"We have cleared out the Knights down here so far, this area is safe for now. We couldn't get any more food or water for you though." Kelris tells the survivors.
GM Fez |
Fethril: 1d20 + 13 ⇒ (5) + 13 = 18
James: 1d20 + 7 ⇒ (9) + 7 = 16
Kelris: 1d20 + 4 ⇒ (20) + 4 = 24
Aura quickly pops the lock on the iron box revealing six potions of endure elements and a pile of gold. It is Kelris and Fethril that notice there is a false bottom to the box and get it open. Inside are three scrolls two of delay poison, and one of freedom of movement.
Bertrag thanks your group and promises to get the survivors out safely, though he is a bit sad that he can't get his instant fortress out without collapsing the cave it is in. Ready for the boss?
Fethril Support |
"Well thought and spoken Kelris. Full of surprises this mission. You three should split up the potions. Obviously the scrolls fall into my purview."
Ready for the boss?
Cracks knuckles and flexes his fingers. Ready to go.
If possible, I would like to cast Enlarge Person on James (or Kelris) before we enter the Boss fight (assuming we know where & when the Boss is).
GM Fez |
You'll be able to tell roughly where he is as he prays loudly to Rovagug.
The tunnel gradually descends over the course of another 500 feet, occasionally branching out into short side passages and broader chambers. Traversal includes squeezing through the occasional tight spot, peeking down dead ends, and reach the next area in 5 minutes.
Greenish filaments crisscross this flooded chamber, whose pools of murky water release strange, foul-smelling fumes. Large boulders protrude from the water, many covered in profane markings and bloodstains. Unless you succeed on a DC 22 Perception check you cannot see the monster hiding in the water. A web lies just above the water’s surface in part of the room (all the squares outlined with a dotted line on the map); a character entering a flooded square in the webbed area can submerge to avoid the web’s effects, and a submerged character can swim under the webs with ease. Nowhere in the mine are the conditions as bad as they are here. The water is toxic, and exposure to it deals 1 point of acid damage each round unless a creature is completely immersed, in which case the creature takes 1d6 points of acid damage per round. The fumes wafting from the water cause any creature in or adjacent to the water to become sickened for 1 round unless it succeeds at a DC 10 Fortitude save; this is a poison effect. The rocks here are slick and rise about 5 feet out of the water, requiring a successful DC 12 Climb check to clamber over.
Fethril steps forward and brushes James with his magic, causing the man to grow once again. As James squeezes through the entrance the only human you see in here turns to you from his spot on a nearby rock. "Finally!" he shouts. "A worthy sacrifice for the Rough Beast!"
Fethril: 1d20 + 7 ⇒ (6) + 7 = 13
Kelris: 1d20 + 5 ⇒ (3) + 5 = 8
James: 1d20 + 8 ⇒ (17) + 8 = 25
Thognorok Qlippoth: 1d20 - 1 ⇒ (18) - 1 = 17
Tasutek: 1d20 + 4 ⇒ (15) + 4 = 19
Order 1st Round
James
Tasutek
Aura
Thognorok Qlippoth
Fethril, Kelris
James Rob-in-son |
Having grown in size, James squeezes in and moves forward and walks into the webbed area, his scythe ready for an attack.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Not trying to submerge, not sure what the web does to the now large James.
Kelris Bartel |
Kelris moves in and scans the room quickly to see what is going on.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
K. Dungeon: 1d20 + 6 ⇒ (12) + 6 = 18 To see if I know anything about this area
Fethril Support |
The holy mage funnels transformative magic into his ally, then allows himself to look around the area.
Perception: 1d20 + 13 ⇒ (18) + 13 = 31
"Watch out for that thing in the water!"
EDIT:Oops! Looked at the map after I posted. I obviously can't see the water well from where I am at, so the warning will have to wait until I can move up i guess.